Description:
I was introduced to the idea of game deconstruction
through my summer internship at Pandemic Studios. Each Wednesday, a
group of people would show up to watch a colleague demo a game of their
choice and present questions meant to inspire discussion about design.
A colleague and I decided to take this tradition back to
our graduate
school, and the first game I deconstructed there was
'Splosion Man.
To prepare, I generated a bunch of questions which you can see in the
document link at the top of the page. I then used the questions to
guide the discussion. This is a little challenging because you have
to go with the flow and try to pick matching questions as you go.
With 'Splosion Man we generally noticed a lot of similar things
that developer Twisted Pixel
did really well with
The Maw - very
strong characterizations and an extremely high level of polish for a cheap
downloadable title. At the same time, the games themselves are very
different. Check out the results from the discussion below to see
what we found.
Results:
Again, feel free to check out the original
document I used during the deconstruction to present my questions.
Following are the thoughts of the group regarding the game based on my
decon:
Pre-Associations
-
Bionic Commando
-
N+
-
2D Portal
-
2D Mirror's Edge
-
Explosions
-
High on comedy (zany)
-
Earthworm Jiml
Controls
-
Move left to right, no
movement toward or away from player
-
Combination splode/jump
button
-
Left trigger = countdown
timer in co-op mode to sync sploding
-
Right trigger = suicide
button (start over from last waypoint)
Observations
('Good' Features)
-
Character full of life,
never sits still - animations very polished
-
The menu selections play the
notes of the theme song when selected in sequence - nice bit of polish
-
It's fun to just 'splode
-
Characterizations and wacky
world make people laugh a LOT
-
Seamless incorporated
tutorial - minimal instructional elements or pop-ups
-
Fun sound/music/visuals -
high level of consistent polish
-
CAKE! Cake is a collectible
item (nod to Portal?)
-
The game is forgiving (ramps
up nicely, includes 'way of the coward' option) but tricky in its clever
puzzles
-
Short levels (finished
within minutes in both single and co-op modes)
Observations ('Bad' Features)
-
Monotony - levels all look
the same, lacking a feeling of moving forward through the game
environments and ending up being boring visually; you really only use
the splode button, all the time; and aside from complex puzzles, you end
up waiting to see something new forever (boss fights alleviate the
monotony but are few and far between)
-
Loading screen gets old
fast, especially since you can complete levels quickly
Observations ('Neutral' Features)
-
Almost seems more like a toy
to play with due to its lack of story, progression, and the focus on
characterizations and 'sploding
-
You get way you pay for in
terms of polish and gameplay, but it's a good value for the money (about
$10)
-
Even if the story is
stripped down, it would be nice to have a goal related to that story
-
Manic - a concept that is
very in-your-face, but suits the game
-
In Portal, a lot of
the levels look the same visually. However, the player feels a
progression because the humor and careful introduction of mechanics
advances the story. In 'Splosion Man, the humor is
omnipresent all the time and the only signal of progression is the
increasing difficulty in puzzles.
-
The group had very mixed
feelings about the "Way of the Coward" feature. It allows players to
skip the level after dying a lot of times. If you enact the feature,
your character wears a pink tutu for the duration of the next level.
-
The majority felt that the
pink tutu 'penalty' was justified and fit well with the humor of the
game, while making sure the player isn't just advancing for the sake of
advancing - they have to suffer a little bit.
-
In Dead Space, the
breadcrumb trail in the UI is integrated with the game's environment and
story (you are connected to the ship's computer). In other games,
including 'Splosion Man, it's just a button that allows you to
advance.
-
Is offering this option a
symptom of poor game design? Can we assume that a designer will make a
perfect game? Are there other things one can do from a design
perspective to eliminate the need for such a button?
-
The button allows frustrated
players - both casual and hardcore - to advance, and it is always
optional as to whether one uses it or not.
Final Thoughts
-
There is a desire among us
to avoid monotony, but it is acknowledged that 'Splosion Man may
be meant to be played in short spurts - you pick it up any time
-
'Splosion Man could
have done a better job of rewarding player actions and instilling a
sense of progress and achievement.
-
'Splosion Man does a
good job of being accessible to a wide audience (although we neglected
to discuss exactly what the target audience might be).
-
The concept of shorter play
times and coming back to the game through multiple sittings seems to be
becoming more and more popular (especially in social networks).
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